FR: Players Guide to Faerun is out what do you think?

reiella said:
In the FR product line (and sorta in D&D in general), there's a distinct policy against reprinting significant fluff that's Not Essential and has already been printed (even in 2e).

Which is why, instead of rewriting "fluff" material on a product, you'll be referenced to another product, despite the fact that it's several years, and an edition or two old, and long since out of print now.
 

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I just want my Orcus back and at full demonic godhood power to kill Kiaranselee and Velshroon. He's better at undead anyway. :p
 

Alzrius said:
I disagree. It matters very much WHEN you go at that point. It can be vital to go first in a round, especially if you want to hold actions to do things such as counterspell, or otherwise determine what your enemies are doing.

Initiative bonuses are only significant at the very start of a round. From then on, you're just taking turns back and forth and a higher initiative confers no advantage. For instance, after both sides' first round of actions, initiative scores make no difference in regards to readying an action to counterspell someone.

And, if worse comes to worst, you can spend a round to have your initiative rerolled.

If you're talking about refocus, that option's gone from 3.5e. Many designers have mentioned that they realized that refocusing was a prertty pointless option. You just delay forever if you want.

Make no mistake: the regional feats are, by design, intended to be better than regular feats.
 
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reiella said:
Another interesting change to the region system. At least I think it is. Every region now has Bonus Freebie equipment (like FRCS). However, it isn't restricted to class. You're also able to take a 100 gp option at any time.

Sorry for the late response, but can you elaborate on this?
 

Felon said:
Sorry for the late response, but can you elaborate on this?

Previously, you got regional bonus equipment only if you were of the favoured class for the region. Now, characters of any class can take the bonus equipment, but you must select either one of two fixed choices (usually worth about 300+ gp) or 100 gp. The 100 gp option is for classes who wouldn't find the alternatives to be attractive. For example, if you're playing a wizard, and choice A is a masterwork melee weapon and choice B is a suit of masterwork armor, you might prefer taking 100 gp instead.
 

reiella said:
In the FR product line (and sorta in D&D in general), there's a distinct policy against reprinting significant fluff that's Not Essential and has already been printed (even in 2e).

I suspect the great religon books FR had in 2e are the cause for Faithes and Pantheons being more of a 'stat and quick glance' rather than the in depth view.

Can't say it's something I personally like either but I can understand it.
Well, the cause, per Sean and Erik, was edict from above to include the stats. There's plenty of new content re the priesthoods that could have appeared instead of those stat blocks, such detail as the Lathanderite and Banite oaths Ed's recently posted on the candlekeep.com boards.
 

reiella said:
Well, that's not a good comparison either, as Dodge is an 'entry' feat, and generally regarded as 'Ok for being underpowered' because it leads into more powerful feat chains/Prestige Classes later on. Much in the same tone that the 'Save' Feats are often glossed over as Prestige Class Requirement bait.
I don't think an Entry Feat need be weak in and of itself, though higher feats along the chain will be more powerful. As an example, power attack, mounted combat and point blank shot are not weak IMO, but they are Entry Feats.

+4 to Initiative is a nice 20% boost for Rogue/sneak fighters combat ability and just great for tactical supremacy. It is a pretty good feat, but also one that I'm "passing up" with my monk, simply as +8 instead of +4, especially as I personally perfer to come in later with flanking support as the Flurry of Misses really benefits from that +2 :).
The thing is, Rogue's will benefit the most (and, the 20% boost isn't really in "combat ability IMO) because of sneak attack. But, that assumes no surprise round. Rogue's will also usually have a high dex, so the effect will be lessened for them.
In the games I've been in, it's been more of a dump feat (Imp Init) than some Must Have. Heck, I think I'm the only one that has it right now from the 4 games. (I also had a past PC that was a Crane Samurai, he was boosted up to around +12 for init IIRC)

Oh, and Alzrius, a couple of those feats would be used EVERY battle as well. Including Luck of the Heroes, and gaining the Frightful Presence ability will practically always come up in combat. But by the same argument, +1 to AC will come up every combat, and most certainly more often than a +4 to Initiative would as well.
+1 to AC and +1 to saves will not only come up every combat round, but will come up out of combat as well.
+4 to init will come up in the first round of combats, but is still not a huge bonus when you're rolling a d20. The die still determines when you go.

Will just concede that we have different experiences in regards to "types of feats people like taking". As a sidenote, if the +4 Init is so nice, I'd expect almost all Humans to be taking Improved Initiative and Blooded for their two first level feats :P, fear the +6 Initiative, might get nixed in 3.6 due to being too stackable and abusable :P.
The regional feats are stated to be more powerful. I think the actual main balancing factor is that everyone can take them, so they're theoretically balanced against each other. The problem will be folks plucking from FR to put them in other games where the majority of players don't have them.

I'm actually more opposed to the Regional Equipment myself.
 

Vocenoctum said:
The regional feats are stated to be more powerful. I think the actual main balancing factor is that everyone can take them, so they're theoretically balanced against each other. The problem will be folks plucking from FR to put them in other games where the majority of players don't have them.

I'm actually more opposed to the Regional Equipment myself.

Hmm, well I disagree a bit with them being even balanced with each other, but that's a matter of opinion.

One thing I would kinda like clarified is this assumption that they are stated to be more powerful.

The sidebar, I had thought folks were refering [ Regional Feats and Previously Published Material, believed because it fits the rough location ].

The only statement regarding balance in that block is that allowing a character to choose more than one may be unbalancing, suggesting more of a synergistic problem rising up from the theoretically unique nature of the regional feats (such as folks in the particularly 'regional feat crowded' regions).

And yea, Regional Equipment is most likly a bit more of a power-creep than [most] of the regional feats, especially with the effective 'or Free 100 gp' option for folks who aren't the specific class.
 

reiella said:
Hmm, well I disagree a bit with them being even balanced with each other, but that's a matter of opinion.

One thing I would kinda like clarified is this assumption that they are stated to be more powerful.

The sidebar, I had thought folks were refering [ Regional Feats and Previously Published Material, believed because it fits the rough location ].

Not having seen the book, I can't say, just going by what's been typed here. :)
 

FireLance said:
Previously, you got regional bonus equipment only if you were of the favoured class for the region. Now, characters of any class can take the bonus equipment, but you must select either one of two fixed choices (usually worth about 300+ gp) or 100 gp. The 100 gp option is for classes who wouldn't find the alternatives to be attractive. For example, if you're playing a wizard, and choice A is a masterwork melee weapon and choice B is a suit of masterwork armor, you might prefer taking 100 gp instead.
Hmmm. Why wouldn't the wizard take the masterwork weapon (worth at least 300 gp) and then sell it for 150+ gp?
 

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